Re: Animator Opinion Question
Yeah, I agree with Eric. Far easier to use offset nulls than compromise on the neutral pose. On 5 June 2012 07:18, Eric Thivierge ethivie...@gmail.com wrote: Well, those 2 poses aren't good poses to rig in. a) You have to compensate for the extreme pose that it naturally sits in when it is in the opposite extreme. If in T-Pose you have to compensate a lot for when arms are down straight in the shoulder areas. b) If you are in T-Pose then your clavicals would have to be rotated up and in a position that isn't really neutral and most times modelers don't model this in when modeling in T-Poses (that I have found). A-Frame pose with arms half way between T-Pose and straight down has lead me to a lot less headaches in the above issues. Issue b's problems multiply when you start adding in muscle systems where by default your muscles are in a flexed position by default as well. my 2 cents. :) Eric Thivierge http://www.ethivierge.com On Tue, Jun 5, 2012 at 2:37 PM, Jack Kao jack@grapecity.com wrote: Perhaps that’s one of the reasons to rig characters in T-pose, or with arms straight down, so the natural orientation of wrists and ankles automatically matches the world orientation? 2 cents.
RE: Odd texture disconnecting issue
OK - we found the problem - there was a python module changed that made this particular area switch to tx files instead of tiff. Sooo - nothing to see here S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Sandy Sutherland [sandy.sutherl...@triggerfish.co.za] Sent: 05 June 2012 10:08 To: softimage@listproc.autodesk.com Subject: Odd texture disconnecting issue Hi all, We had a very strange issue happen here - we use a script that when a scene is submitted to render, that copies the scene to another array and rewires all the textures to point to a different texture array, this is to avoid our main server getting hammered when the farm is rendering. Anyway - yesterday - some scenes which had texture paths changed - SEPCIFICALLY on texture map parameters being fed into strand setups to render fur, despite having the correct path - rendered no-icon pics - and when you open the scene that was saved by the script - the texture IN the scene shows as no-icon - if you click the .. to search for textures and reselect the same texture, it works again! Any ideas?? thanks S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _
RE: ERROR : 2356 - This plug-in is not installed: ...
Yes - this should be pretty much all you need to do - BTW even with that error - it should not affect anything. S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Rob Chapman [tekano@gmail.com] Sent: 05 June 2012 12:14 To: softimage@listproc.autodesk.com Subject: Re: ERROR : 2356 - This plug-in is not installed: ... I think its a spare Fury render settings lying around, as far as Im aware you can find the offending pass(es), delete the render properties for Fury and if you do not have Fury installed it should not bother you anymore. It's been like this for a long time and shouldn't really affect anything apart from the warning messages. On 5 June 2012 10:57, Matt Lind ml...@carbinestudios.com wrote: If you know the GUID/CLSID, you can search for all instances of the plugin/operator in the scene and flush it out via script. Otherwisecould be a hair pulling day. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Tuesday, June 05, 2012 2:56 AM To: softimage@listproc.autodesk.com Subject: ERROR : 2356 - This plug-in is not installed: ... Hi guys, I have a scene that has been shared but seems to have used Exocortex Fury at some point. For the task I惴 dealing with, this is not required but the scene comes with geometry and especially PassRender settings I悲 like to keep and wouldn愒 want to rebuild from scratch. ERROR : 2356 - This plug-in is not installed: Exocortex Fury Options How can I make sure I correctly identify and delete any dependencies to the above plug-in? Would this be advisable or should I clean up by starting the (environment geo) scene from scratch? Cheers, tim
Re: ERROR : 2356 - This plug-in is not installed: ...
Thanks guys! Except for the warning message, there hadn′t been any problems sofar. I had deleted the Fury render options at an earlier scene increment already but the warning still pops up on scene loads. I′ll live with it for now and the time of geometry collection, then export the set and whatsoever anyway - just found I′m also using some obsolete shaders... haha. Rebuilding it is, then... I shouldn′t have switched the scene to 2012... Cheers, tim On 05.06.2012 12:29, Sandy Sutherland wrote: Yes - this should be pretty much all you need to do - BTW even with that error - it should not affect anything. S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za _ From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Rob Chapman [tekano@gmail.com] Sent: 05 June 2012 12:14 To: softimage@listproc.autodesk.com Subject: Re: ERROR : 2356 - This plug-in is not installed: ... I think its a spare Fury render settings lying around, as far as Im aware you can find the offending pass(es), delete the render properties for Fury and if you do not have Fury installed it should not bother you anymore. It's been like this for a long time and shouldn't really affect anything apart from the warning messages. On 5 June 2012 10:57, Matt Lindml...@carbinestudios.com wrote: If you know the GUID/CLSID, you can search for all instances of the plugin/operator in the scene and flush it out via script. Otherwisecould be a hair pulling day. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Tuesday, June 05, 2012 2:56 AM To: softimage@listproc.autodesk.com Subject: ERROR : 2356 - This plug-in is not installed: ... Hi guys, I have a scene that has been shared but seems to have used Exocortex Fury at some point. For the task I惴 dealing with, this is not required but the scene comes with geometry and especially PassRender settings I悲 like to keep and wouldn愒 want to rebuild from scratch. ERROR : 2356 - This plug-in is not installed: Exocortex Fury Options How can I make sure I correctly identify and delete any dependencies to the above plug-in? Would this be advisable or should I clean up by starting the (environment geo) scene from scratch? Cheers, tim
Re: Parsing and extracting an xsiaddon with Python
Hey Alan, no - I am afraid it scrambles .dlls and other binaries because of the black line thingy... Martin On Jun 4, 2012, at 4:34 PM, Alan Fregtman wrote: Do the .dll and other binary files load alright at least? It's interesting that it would do that with plaintext files. On Mon, Jun 4, 2012 at 6:01 AM, Martin Saechsinger x...@saechsinger.de wrote: Hey Martin, that is really great! Thanks for making the GUI and adding the folder hierarchy!! One little thing I discovered is that the actual script files in the addon (e.g. *.py or *.js) have an additional blank line after each line of code (compared to the installation through Softimage.) Cheers, Martin On Jun 1, 2012, at 2:53 PM, Martin wrote: Thanks Alan ! I took the liberty to add a GUI and some minor changes. If anyone is interested : https://www.4shared.com/file/SSiUQxWK/ExtractXsiAddon.html The code is 99.99% from Alan's blog. M.Yara On Fri, Jun 1, 2012 at 1:22 AM, Alok Gandhi alok.gandhi2...@gmail.com wrote: Nice one Alan ! On Thu, May 31, 2012 at 9:07 AM, Martin Saechsinger x...@saechsinger.de wrote: Great Alan, thank you very much! Martin On May 31, 2012, at 4:00 AM, Alan Fregtman wrote: Hey, Just wrote a snippet of sample code I thought someone might find educational: http://darkvertex.com/wp/2012/05/30/parse-xsiaddons-in-python/ I'd reply to the thread about extracting files in xsiaddons but Gmail is still being a jerk. I'm not receiving anything. However, the non-Google archive at http://tinyurl.com/softimagelist seems to indicate that outgoing mail still gets sent, so here's hoping this goes through. Cheers, -- Alan --
Best way to procedurally set different materials on the front/bevel/sides of text objects?
Hi, I have to generate a lot of extruded and beveled text objects which need to have different materials on the front, bevel and sides. I already have a script that generates all the individual text objects, but I haven't yet been able to figure out how to set up the materials using built in features. It seems like this is perhaps something best done with ICE where I would evaluate the normals of each text object to identify front/bevel/sides/back and build a new mesh for each group and assign it the appropriate material. I'm not sure how I would set up the ICE tree for this though. I see the Set Materials from Strings that came with SI2012 which looks like something I would need, but I'm not yet finding any examples of how to use this node. Before I dive too far into this, does anyone have any suggestions or tips on how to best deal with this task? Thanks
Re: ERROR : 2356 - This plug-in is not installed: ...
Hi Alan, I´ll give that a try. I´d like to keep the other rendersettings. Admittedly, I tend to get confused between apps, e.g. Maya and XSI, etc. when it comes to merging scenes and keeping passes/rendersettings. Good chance to try it out again... Cheers, tim On 05.06.2012 15:18, Alan Fregtman wrote: Didn't it used to be that to get rid of render options from an engine you no longer have installed you simply had to merge your scene with a fresh empty one? Did you try that, Tim? On Tue, Jun 5, 2012 at 7:09 AM, Tim Leydecker bauero...@gmx.de mailto:bauero...@gmx.de wrote: Thanks guys! Except for the warning message, there hadn′t been any problems sofar. I had deleted the Fury render options at an earlier scene increment already but the warning still pops up on scene loads. I′ll live with it for now and the time of geometry collection, then export the set and whatsoever anyway - just found I′m also using some obsolete shaders... haha. Rebuilding it is, then... I shouldn′t have switched the scene to 2012... Cheers, tim On 05.06.2012 12:29, Sandy Sutherland wrote: Yes - this should be pretty much all you need to do - BTW even with that error - it should not affect anything. S. _ Sandy Sutherland Technical Supervisor sandy.sutherl...@triggerfish.co.za mailto:sandy.sutherl...@triggerfish.co.za _ From: softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] on behalf of Rob Chapman [tekano@gmail.com mailto:tekano@gmail.com] Sent: 05 June 2012 12:14 To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: Re: ERROR : 2356 - This plug-in is not installed: ... I think its a spare Fury render settings lying around, as far as Im aware you can find the offending pass(es), delete the render properties for Fury and if you do not have Fury installed it should not bother you anymore. It's been like this for a long time and shouldn't really affect anything apart from the warning messages. On 5 June 2012 10:57, Matt Lindml...@carbinestudios.com mailto:ml...@carbinestudios.com wrote: If you know the GUID/CLSID, you can search for all instances of the plugin/operator in the scene and flush it out via script. Otherwisecould be a hair pulling day. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Tuesday, June 05, 2012 2:56 AM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: ERROR : 2356 - This plug-in is not installed: ... Hi guys, I have a scene that has been shared but seems to have used Exocortex Fury at some point. For the task I惴 dealing with, this is not required but the scene comes with geometry and especially PassRender settings I悲 like to keep and wouldn愒 want to rebuild from scratch. ERROR : 2356 - This plug-in is not installed: Exocortex Fury Options How can I make sure I correctly identify and delete any dependencies to the above plug-in? Would this be advisable or should I clean up by starting the (environment geo) scene from scratch? Cheers, tim
Re: Best way to procedurally set different materials on the front/bevel/sides of text objects?
http://www.si-community.com/community/viewtopic.php?f=15t=2279
Texture projection on Grid of Instances
Hey everybody,I have a grid of particles with instanced cubes on it, now I want to texture them with an image like the example I have attached, anyone knows how can I do this?Tks Mário DomingosFreelancer |3DGeneralistwww.mariodomingos.comT: +351 91 646 80 16Portugal inline: grid.JPG
RE: Best way to procedurally set different materials on the front/bevel/sides of text objects?
Can you adapt your script to use the built-in option Create Polygon Clusters - Per Section Along Depth (in the Curve to Mesh Converter operator) to create the necessary clusters? gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Cosky Sent: Tuesday, June 05, 2012 11:34 AM To: softimage@listproc.autodesk.com Subject: Best way to procedurally set different materials on the front/bevel/sides of text objects? Hi, I have to generate a lot of extruded and beveled text objects which need to have different materials on the front, bevel and sides. I already have a script that generates all the individual text objects, but I haven't yet been able to figure out how to set up the materials using built in features. It seems like this is perhaps something best done with ICE where I would evaluate the normals of each text object to identify front/bevel/sides/back and build a new mesh for each group and assign it the appropriate material. I'm not sure how I would set up the ICE tree for this though. I see the Set Materials from Strings that came with SI2012 which looks like something I would need, but I'm not yet finding any examples of how to use this node. Before I dive too far into this, does anyone have any suggestions or tips on how to best deal with this task? Thanks attachment: winmail.dat
RE: Best way to procedurally set different materials on the front/bevel/sides of text objects?
Thanks Alok Grahame for your responses. Turned out to be easier than I thought it would be. See this image for an ICE tree that does the trick: http://imgur.com/CUdY5 Thanks again, Eric Cosky From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok Sent: Tuesday, June 05, 2012 8:53 AM To: softimage@listproc.autodesk.com Subject: Re: Best way to procedurally set different materials on the front/bevel/sides of text objects? Since it is a one time need, I would do it in a script. Using the same logic as you mentioned. On 05/06/2012 11:34 AM, Eric Cosky wrote: Hi, I have to generate a lot of extruded and beveled text objects which need to have different materials on the front, bevel and sides. I already have a script that generates all the individual text objects, but I haven't yet been able to figure out how to set up the materials using built in features. It seems like this is perhaps something best done with ICE where I would evaluate the normals of each text object to identify front/bevel/sides/back and build a new mesh for each group and assign it the appropriate material. I'm not sure how I would set up the ICE tree for this though. I see the Set Materials from Strings that came with SI2012 which looks like something I would need, but I'm not yet finding any examples of how to use this node. Before I dive too far into this, does anyone have any suggestions or tips on how to best deal with this task? Thanks image001.gif
Re: ERROR : 2356 - This plug-in is not installed: ...
One way to cheaply save and restore settings manually in a big PPG is by saving a preset... click the little folder icon at the top right of the PPG, save a *.Preset and load it when you want the parameter values back. (In the case of merging you're typically only messing the render global settings. Those local to partitions should survive fine.) On Tue, Jun 5, 2012 at 11:54 AM, Tim Leydecker bauero...@gmx.de wrote: Hi Alan, I´ll give that a try. I´d like to keep the other rendersettings. Admittedly, I tend to get confused between apps, e.g. Maya and XSI, etc. when it comes to merging scenes and keeping passes/rendersettings. Good chance to try it out again... Cheers, tim On 05.06.2012 15:18, Alan Fregtman wrote: Didn't it used to be that to get rid of render options from an engine you no longer have installed you simply had to merge your scene with a fresh empty one? Did you try that, Tim? On Tue, Jun 5, 2012 at 7:09 AM, Tim Leydecker bauero...@gmx.de mailto: bauero...@gmx.de wrote: Thanks guys! Except for the warning message, there hadn′t been any problems sofar. I had deleted the Fury render options at an earlier scene increment already but the warning still pops up on scene loads. I′ll live with it for now and the time of geometry collection, then export the set and whatsoever anyway - just found I′m also using some obsolete shaders... haha. Rebuilding it is, then... I shouldn′t have switched the scene to 2012... Cheers, tim On 05.06.2012 12:29, Sandy Sutherland wrote: Yes - this should be pretty much all you need to do - BTW even with that error - it should not affect anything. S. _ Sandy Sutherland Technical Supervisor sandy.sutherland@triggerfish.**co.zasandy.sutherl...@triggerfish.co.zamailto: sandy.sutherland@**triggerfish.co.za sandy.sutherl...@triggerfish.co.za _ __**__ From: softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.commailto: softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com [softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] on behalf of Rob Chapman [tekano@gmail.com mailto: tekano@gmail.com] Sent: 05 June 2012 12:14 To: softimage@listproc.autodesk.**comsoftimage@listproc.autodesk.commailto: softimage@listproc.**autodesk.com softimage@listproc.autodesk.com Subject: Re: ERROR : 2356 - This plug-in is not installed: ... I think its a spare Fury render settings lying around, as far as Im aware you can find the offending pass(es), delete the render properties for Fury and if you do not have Fury installed it should not bother you anymore. It's been like this for a long time and shouldn't really affect anything apart from the warning messages. On 5 June 2012 10:57, Matt Lindml...@carbinestudios.com mailto: mlind@carbinestudios.**com ml...@carbinestudios.com wrote: If you know the GUID/CLSID, you can search for all instances of the plugin/operator in the scene and flush it out via script. Otherwisecould be a hair pulling day. Matt -Original Message- From: softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.commailto: softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com mailto:softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] On Behalf Of Tim Leydecker Sent: Tuesday, June 05, 2012 2:56 AM To: softimage@listproc.autodesk.**comsoftimage@listproc.autodesk.commailto: softimage@listproc.**autodesk.com softimage@listproc.autodesk.com Subject: ERROR : 2356 - This plug-in is not installed: ... Hi guys, I have a scene that has been shared but seems to have used Exocortex Fury at some point. For the task I惴 dealing with, this is not required but the scene comes with geometry and especially PassRender settings I悲 like to keep and wouldn愒 want to rebuild from scratch. ERROR : 2356 - This plug-in is not installed: Exocortex Fury Options How can I make sure I correctly identify and delete any dependencies to the above plug-in? Would this be advisable or should I clean up by starting the (environment geo) scene from scratch? Cheers, tim
Re: Best way to procedurally set different materials on the front/bevel/sides of text objects?
Awesome !! On 05/06/2012 12:29 PM, Eric Cosky wrote: Thanks Alok Grahame for your responses. Turned out to be easier than I thought it would be. See this image for an ICE tree that does the trick: http://imgur.com/CUdY5 Thanks again, Eric Cosky From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok Sent: Tuesday, June 05, 2012 8:53 AM To: softimage@listproc.autodesk.com Subject: Re: Best way to procedurally set different materials on the front/bevel/sides of text objects? Since it is a one time need, I would do it in a script. Using the same logic as you mentioned. On 05/06/2012 11:34 AM, Eric Cosky wrote: Hi, I have to generate a lot of extruded and beveled text objects which need to have different materials on the front, bevel and sides. I already have a script that generates all the individual text objects, but I havent yet been able to figure out how to set up the materials using built in features. It seems like this is perhaps something best done with ICE where I would evaluate the normals of each text object to identify front/bevel/sides/back and build a new mesh for each group and assign it the appropriate material. Im not sure how I would set up the ICE tree for this though. I see the Set Materials from Strings that came with SI2012 which looks like something I would need, but Im not yet finding any examples of how to use this node. Before I dive too far into this, does anyone have any suggestions or tips on how to best deal with this task? Thanks
disconnected shaders on ref models - still happening in 2013
Looks like it's still not fixed. I went back and checked - I'd reported this for Softimage 2011. Any chance this is going to get fixed soon? AFAIK, the solution is: set XSI_FORCE_SHADER_RENESTING_DURING_LOAD=1 -Paul
Re: Texture projection on Grid of Instances
I not sure if this works, but it can be an approach(although would need some work) you can have the one UV set for an instance, let say the poly facing the camera. Then using the ICE Image reader from Mr. Core(http://www.si-community.com/community/viewtopic.php?f=27t=1975), you can generate the part of the image used by the particle and apply it on the instance. On 05/06/2012 12:31 PM, Ben Houston wrote: I think you will need to have unique instances for each cube as they have distinct texture coordinates. I would start with a set of the cubes in this grid and then apply the texture coordinates then emit a grid of points and attach the instances to that grid of points. -ben On Tue, Jun 5, 2012 at 12:09 PM, Mário Domingos mdomingos.p...@gmail.com wrote: Hey everybody, I have a grid of particles with instanced cubes on it, now I want to texture them with an image like the example I have attached, anyone knows how can I do this? Tks Mário Domingos Freelancer | 3D Generalist www.mariodomingos.com T: +351 91 646 80 16 Portugal
Re: Texture projection on Grid of Instances
Tks Alok but I've used Emit Instances Matched to Master SRT from Andy Moorer (I think) and it works perfectly! On 05/06/2012, at 18:32, Alok wrote: I not sure if this works, but it can be an approach(although would need some work) you can have the one UV set for an instance, let say the poly facing the camera. Then using the ICE Image reader from Mr. Core(http://www.si-community.com/community/viewtopic.php?f=27t=1975), you can generate the part of the image used by the particle and apply it on the instance. Alok_Signature_email_.gif On 05/06/2012 12:31 PM, Ben Houston wrote: I think you will need to have unique instances for each cube as they have distinct texture coordinates. I would start with a set of the cubes in this grid and then apply the texture coordinates then emit a grid of points and attach the instances to that grid of points. -ben On Tue, Jun 5, 2012 at 12:09 PM, Mário Domingos mdomingos.p...@gmail.com wrote: Hey everybody, I have a grid of particles with instanced cubes on it, now I want to texture them with an image like the example I have attached, anyone knows how can I do this? Tks Mário Domingos Freelancer | 3D Generalist www.mariodomingos.com T: +351 91 646 80 16 Portugal
Re: Softimage 2013 SDK Guide
I get never a working result. I don´t use Opera, have tested it with Firefox and IE. Search for View and you get as a result e.g. Softimage 2012 Subscription Advantage Pack / What´s New / What´s Changed I don´t need this info on a 2013 sdk help. I need a command reference. Stephan
Re: disconnected shaders on ref models - still happening in 2013
It's a super-simple scene with a reference model that was used multiple times. The model was built textured in 2013. It worked fine for a while and then suddenly it's render tree was disconnected. It's the first time I've run into this in a very long time. -Paul On Tue, Jun 5, 2012 at 3:06 PM, Steven Caron car...@gmail.com wrote: its definitely been working a lot better for us since the patches made during 2011 to 2012. maybe you found an corner case where its still happening? what's your situation? old model from 2011 opening in current version? or was it made in 2012+ and still breaking? s On Tue, Jun 5, 2012 at 10:17 AM, Paul Griswold pgrisw...@fusiondigitalproductions.com wrote: Looks like it's still not fixed. I went back and checked - I'd reported this for Softimage 2011. Any chance this is going to get fixed soon? AFAIK, the solution is: set XSI_FORCE_SHADER_RENESTING_DURING_LOAD=1 -Paul
RE: disconnected shaders on ref models - still happening in 2013
Hi I haven't heard about any disconnected shader problems in quite awhile. If either of you are having these problems and have a data set for reproducing it, then please log it for investigation, because I don't see anything logged about disconnected shaders right now. AFAIK, XSI_FORCE_SHADER_RENESTING_DURING_LOAD isn't a fix for the disconnected shader problem...if that fixes it, then the shaders weren't really disconnected. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: June-05-12 3:06 PM To: softimage@listproc.autodesk.com Subject: Re: disconnected shaders on ref models - still happening in 2013 its definitely been working a lot better for us since the patches made during 2011 to 2012. maybe you found an corner case where its still happening? what's your situation? old model from 2011 opening in current version? or was it made in 2012+ and still breaking? s On Tue, Jun 5, 2012 at 10:17 AM, Paul Griswold pgrisw...@fusiondigitalproductions.commailto:pgrisw...@fusiondigitalproductions.com wrote: Looks like it's still not fixed. I went back and checked - I'd reported this for Softimage 2011. Any chance this is going to get fixed soon? AFAIK, the solution is: set XSI_FORCE_SHADER_RENESTING_DURING_LOAD=1 -Paul attachment: winmail.dat
Re: disconnected shaders on ref models - still happening in 2013
i am certainly not experiencing it, cause i would be pulling the fire alarm in your work place if it was :) On Tue, Jun 5, 2012 at 12:22 PM, Stephen Blair stephen.bl...@autodesk.comwrote: If either of you are having these problems and have a data set for reproducing it, then please log it for investigation,
RE: Softimage 2013 SDK Guide
Hi Did you try installing the local help? http://images.autodesk.com/adsk/files/softimage-2013-sdk-doc.zip I tried it in Firefox and the search works a lot better, if you ask me. The offline version doesn't have that fancy Search tab, but it seems to do a better job...for example, try searching for BeginEdit. For the online version, in Firefox http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html If I search for View Everywhere, the first hit is the View object reference page. From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephan Woermann Sent: June-05-12 2:45 PM To: softimage@listproc.autodesk.com Subject: Re: Softimage 2013 SDK Guide I get never a working result. I don´t use Opera, have tested it with Firefox and IE. Search for View and you get as a result e.g. Softimage 2012 Subscription Advantage Pack / What´s New / What´s Changed I don´t need this info on a 2013 sdk help. I need a command reference. Stephan attachment: winmail.dat
NYC Softimage User Group Meeting Weds. 6/6 @ 7PM
Hi All, Sorry about the short notice, but if you're in the NY area tomorrow night, Mark Schoennagel will be demo-ing some new features of Softimage 2013 and I will be showing off Species! ---Info- Softimage User Group Meeting: SHORT NOTICE, don’t miss out! Wednesday, June 6th, at 7pm Autodesk Media Entertainment 38 West 21st Street – 9th Floor Autodesk, Inc. 38 West 21st Street, 9th Floor New York, NY 10011 Office 212-338-8000 Refreshments provided. *Mark Schoennagel, Autodesk* Senior Technical Specialist 3D Animation and Visual Effects, will demo new tips and tricks in Softimage® 2013. *Chris Covelli*, creator and artist will demo* Exocortex Species*. *Exocortex Species* simplifies the process of human character creation from designing your character’s unique attributes, integrating sculpting results, to rig creation, even animation. With Species, you will create higher quality animated characters faster and at a lower cost, while avoiding the generic look that often come when purchasing off-the-shelf models. Sponsored by Great Eastern Technology, Inchttp://www.greateasterntech.com/. and Autodesk. -- Chris Covelli http://kylevargas.net/
Animation layers info
Hey guys, just looking for some advice. I seem to remember somebody telling me that animation layers were buggy. I dont remember the specifics though. Recently the animators here have discovered them and are incorperating layers into their workflow. Any information on whether animation layers are problematic at all would be appreciated as I dont want to endorse the technique until im sure. Best, Enrique
Re: Softimage 2013 SDK Guide
Many thanks, the local help give result to work with, like the old one. The online help seems a little bit buggy, GetActiveLayout has no result, but offline it works. Stephan
RE: Animation layers info
I don't think you have a choice not to use them if you use mocap but I haven't heard anything bad about them really. -manny SI/Mobu support specialist From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero Sent: Tuesday, June 05, 2012 3:51 PM To: softimage@listproc.autodesk.com Subject: Animation layers info Hey guys, just looking for some advice. I seem to remember somebody telling me that animation layers were buggy. I dont remember the specifics though. Recently the animators here have discovered them and are incorperating layers into their workflow. Any information on whether animation layers are problematic at all would be appreciated as I dont want to endorse the technique until im sure. Best, Enrique attachment: winmail.dat
Re: Animation layers info
we typically dont use layers in productionmainly because we use partitions and passes heavily in about everything we do. j From: Manny Papamanos manny.papama...@autodesk.com To: softimage@listproc.autodesk.com softimage@listproc.autodesk.com Sent: Tuesday, June 5, 2012 5:16 PM Subject: RE: Animation layers info I don't think you have a choice not to use them if you use mocap but I haven't heard anything bad about them really. -manny SI/Mobu support specialist From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero Sent: Tuesday, June 05, 2012 3:51 PM To: softimage@listproc.autodesk.com Subject: Animation layers info Hey guys, just looking for some advice. I seem to remember somebody telling me that animation layers were buggy. I dont remember the specifics though. Recently the animators here have discovered them and are incorperating layers into their workflow. Any information on whether animation layers are problematic at all would be appreciated as I dont want to endorse the technique until im sure. Best, Enrique
Re: Animation layers info
when i was at blur animators used animation layers extensively. there was a lot of pains over the years but we got through a lot of them and they are fixed now. referenced models and animation layers are a bit tricky, if you nest models you are asking for lots of trouble. since the layers themselves are not tracked inside the delta they are a bit mysterious. they are stored with the animation mixer invisibly. once we removed nested models in our referenced models nearly all issues regarding data loss disappeared! On Tue, Jun 5, 2012 at 12:50 PM, Enrique Caballero enriquecaball...@gmail.com wrote: Hey guys, just looking for some advice. I seem to remember somebody telling me that animation layers were buggy. I dont remember the specifics though. Recently the animators here have discovered them and are incorperating layers into their workflow. Any information on whether animation layers are problematic at all would be appreciated as I dont want to endorse the technique until im sure. Best, Enrique
Re: ERROR : 2356 - This plug-in is not installed: ...
** SHAMELESS PLUG ** If you're looking to save your pass settings, passes and partitions you could try my pass manager plugin: https://github.com/downloads/EricTRocks/ET_Tools/ET_PassManager_3.127.zip Eric Thivierge http://www.ethivierge.com On Wed, Jun 6, 2012 at 3:07 AM, Alan Fregtman alan.fregt...@gmail.comwrote: One way to cheaply save and restore settings manually in a big PPG is by saving a preset... click the little folder icon at the top right of the PPG, save a *.Preset and load it when you want the parameter values back. (In the case of merging you're typically only messing the render global settings. Those local to partitions should survive fine.)
RE: ERROR : 2356 - This plug-in is not installed: ...
Do you have a package that doesn't use the .xsiaddon system to install? (eg: self installing plugins). Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Tuesday, June 05, 2012 4:20 PM To: softimage@listproc.autodesk.com Subject: Re: ERROR : 2356 - This plug-in is not installed: ... ** SHAMELESS PLUG ** If you're looking to save your pass settings, passes and partitions you could try my pass manager plugin: https://github.com/downloads/EricTRocks/ET_Tools/ET_PassManager_3.127.zip Eric Thivierge http://www.ethivierge.com On Wed, Jun 6, 2012 at 3:07 AM, Alan Fregtman alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote: One way to cheaply save and restore settings manually in a big PPG is by saving a preset... click the little folder icon at the top right of the PPG, save a *.Preset and load it when you want the parameter values back. (In the case of merging you're typically only messing the render global settings. Those local to partitions should survive fine.)
Re: ERROR : 2356 - This plug-in is not installed: ...
https://github.com/EricTRocks/ET_Tools/tree/master/workgroup_ET_Tools/Addons/ET_PassManager_v3.0 You can grab the plugins from the repo there... the repo is publicly available and open source. Eric Thivierge http://www.ethivierge.com On Wed, Jun 6, 2012 at 9:24 AM, Matt Lind ml...@carbinestudios.com wrote: Do you have a package that doesn’t use the .xsiaddon system to install? (eg: self installing plugins). ** ** ** ** Matt ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Eric Thivierge *Sent:* Tuesday, June 05, 2012 4:20 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: ERROR : 2356 - This plug-in is not installed: ... ** ** ** SHAMELESS PLUG ** If you're looking to save your pass settings, passes and partitions you could try my pass manager plugin: https://github.com/downloads/EricTRocks/ET_Tools/ET_PassManager_3.127.zip Eric Thivierge http://www.ethivierge.com On Wed, Jun 6, 2012 at 3:07 AM, Alan Fregtman alan.fregt...@gmail.com wrote: One way to cheaply save and restore settings manually in a big PPG is by saving a preset... click the little folder icon at the top right of the PPG, save a *.Preset and load it when you want the parameter values back.* *** ** ** (In the case of merging you're typically only messing the render global settings. Those local to partitions should survive fine.)